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One last question: Is there a way to quickly and easily resupply my AI team when we continue a mission behind enemy lines? I call in a supply crate and do it with the ACE, passing them clips and grenades, but it's tedious, slow, and I don't resupply them the way I'd like. Thanks so much! As soon as this campaign is over, I'm deploying to Vietnam!
What i mean is when i set them to None certain area's like outposts the tiny one with Sandbags along the road are always empty. Where if i put it on Normal there was always atleast a Single Guard looking out.
But when activating it, places like Garrisons are filled up with Emplacements too (HMG and too many GMG's, i just utterly hate the GMG's).
So like a split between these two would be nice.
May there be a chance that the Static Guards and Static Emplacements options become seperated? so that the Outposts (!) aren't empty :p
And little Questions are Friendly Soldiers only part of Missions or can we find them in Friendly/Hostile Territory too?
Its raelly awesome mod btw, youve put an absolute shit ton of work into it and it really shows and im super appreciative!
Hoping you do more variants in teh future with larger/more squads. 3 10 man teams for an actual platoon would be ideal! Would be some real show stopping stuff there!
gonna try and fiddle with your files to get larger squads for myself at least if I can,
Trying to make MARPAT Desert under CUP to load just FROG D MARPAT uniforms and matching helmets, but when I change them it defaults back to G3 M81s, which I assume is because its the first option in Case 11, while MARPAT Desert are Case 33 and its not reading it properly.
So far on my list I have SetLoadoutF, SetLoadoutPrimary, SetLoadoutSpeciality,UnitsLibrary, and WorldLibrary_Factions. Obviously whichever one that links to whatever map and faction Im playing with
player setVariable ["TFFG_Incapacitated_Dam", false, true];
player setVariable ["TFFG_Incapacitated_CanBeDragged", false, true];
Put that in the Debug Console and you should be revived.
player setVariable ["TFFG_Incapacitated", false, true];
player setVariable ["TFFG_Incapacitated_Dam", false, true];
player setVariable ["TFFG_Incapacitated_CanBeDragged", false, true];
If you have CAS support call it in on your Position they will go mostly after the Vehicles that often run away. Besides that i may suggest to speed up in Singleplayer the game to 4x the time and hope that it auto resolves itself.